Original Comment by: Asher
http://www.physics.rice.edu
Concerning emotional attachment and player control in a GTA setting, it's not too hard to take the existing game mechanics a little further. For instance, every time an NPC dies an ambulance comes and fixes him, whereas instead, if we really wanted to make the player feel remorse, there should be a funeral a few days later. (Of course, the player doesn't have to go, but occasionally you should see some actual processions goin' down.) I believe the most emmotional part of San Andreas is near the end of the game when all of Los Santos starts rioting. Similarly, the economic environment of the cities should change depending on how badly you've ruined the infrastructure, etc. Like an FPS-sim.
Also, with regard to players changing the storyline, have you noticed that there are no time travel games that are really about time travel? By keeping track of keystrokes, a player could really revisit a past event and keep himself away from dangers he previously never knew existed, by taking out enemies, unlocking doors, etc. If you end up changing something, just let the NPC take over until the next checkpoint. In the last stage of the game, it may even become necessary to alter history ( in a race you could pilot an enemy ship and beat your previous record) or even kill your past self for the greater good.
http://www.physics.rice.edu
Concerning emotional attachment and player control in a GTA setting, it's not too hard to take the existing game mechanics a little further. For instance, every time an NPC dies an ambulance comes and fixes him, whereas instead, if we really wanted to make the player feel remorse, there should be a funeral a few days later. (Of course, the player doesn't have to go, but occasionally you should see some actual processions goin' down.) I believe the most emmotional part of San Andreas is near the end of the game when all of Los Santos starts rioting. Similarly, the economic environment of the cities should change depending on how badly you've ruined the infrastructure, etc. Like an FPS-sim.
Also, with regard to players changing the storyline, have you noticed that there are no time travel games that are really about time travel? By keeping track of keystrokes, a player could really revisit a past event and keep himself away from dangers he previously never knew existed, by taking out enemies, unlocking doors, etc. If you end up changing something, just let the NPC take over until the next checkpoint. In the last stage of the game, it may even become necessary to alter history ( in a race you could pilot an enemy ship and beat your previous record) or even kill your past self for the greater good.